Commando Archive
Thread: For You Review: Commando Summary
peterspus
Sat Jul 03, 2004 1:33 pm
#66
Ijust started commando and am working through the pains of being a novice. I love the ideas presented here, especially the reloadable launcher weapon.I came from being a MDE and loved crafting, being able to craft lower to mid level ammo for such a weapon would be awesome. We could move away from a tree that we don't use (unarmed), make engineer 4 a pre-req, and start being a little self-sufficient as well. This won't hurt WS either cause they would make the main unit and the high level ammo.
All in all i love the suggestions and hope the devs listen up. i am really enjoying this profession so far and can't wait to play some more.
Abisurnal
Sat Jul 03, 2004 4:19 pm
#67
What you have here is really great and I would love to see an entire patch dedicated to adding it all... in addition... rather than assult rife like weapons with massive damage but no accuracy... instead have heavy rapid fire weapons like the HipLoader from Aliens or the Vulcon-Mini-Gun from Preditor... something that is big and is an AOE on standard attack... something that would make for a good crowd clearer. 45dagree fire range... high rate of fire, low damage and low AP would be nice (just to balance it out)
also the removal of the mini explosions form the FT... instead have it fire a stream of fire on basic shot... and for specials torch along the ground or double-tap (if you've ever seen a FT fired in RL if you duble tap the FT it makes a very nice sized wall of fire)
also the removal of the mini explosions form the FT... instead have it fire a stream of fire on basic shot... and for specials torch along the ground or double-tap (if you've ever seen a FT fired in RL if you duble tap the FT it makes a very nice sized wall of fire)
also some kind of combat/camo bonus in urban battle fields (IE cities and player cities Commandos get como and negotiation bonuses (up to +20 at master) and prehapse concealed attacks (to be used with take cover from marksman trees) much like ambush attacks or deployment of devices that could easily down AT-STs and AT-ATs
A major issue is that cost of Commando weapons... somebody who is trained to be out in the field for extended periods of time should know hot to craft their own ammo and grenades...
Basically... give us some kind of launcher ammo or grenade that commandos can easily craft from materials they can easily come across... like looted CDEF weapons or random items we could kaheshift into munitions.
Basically... give us some kind of launcher ammo or grenade that commandos can easily craft from materials they can easily come across... like looted CDEF weapons or random items we could kaheshift into munitions.
nbd9k
Sun Jul 04, 2004 9:10 am
#68
Garvin, you rock! this sums up the crap weve been saying for the last 11 months. but my question is...... will anyone actually listen to this?
TK-132
Tue Jul 13, 2004 6:46 pm
#69
Great Job Garvin.
Three things though.
-We need to be much tuffer we should be the frontline guys that can take lots of damage both from ranged and melee opponents. (We should be able to take down a MR or TKM simply cause we spend more sp and such)
-Grenades and rocket launchers all are too weak against NPCs and players and not very accurate either and they all have a small blast radius. (If you got hit by a rocket wouldn't you be dead or close too it?)
-LP and HAR should be traded for an E-Web or some assault rifle. (This new weapon should have some intrestin specials, plus it wouldn't hurt to have a close combat move like fist rage. Just my idea.)
Oh yea players and high level NPCs are all to resist to the FT's normal damage.
Bluko Oll- Imperial Captain, Master Commando
Three things though.
-We need to be much tuffer we should be the frontline guys that can take lots of damage both from ranged and melee opponents. (We should be able to take down a MR or TKM simply cause we spend more sp and such)
-Grenades and rocket launchers all are too weak against NPCs and players and not very accurate either and they all have a small blast radius. (If you got hit by a rocket wouldn't you be dead or close too it?)
-LP and HAR should be traded for an E-Web or some assault rifle. (This new weapon should have some intrestin specials, plus it wouldn't hurt to have a close combat move like fist rage. Just my idea.)
Oh yea players and high level NPCs are all to resist to the FT's normal damage.
Bluko Oll- Imperial Captain, Master Commando
KENNOBI
Sat Jul 24, 2004 9:40 am
#70
This is great! This sums up what changes commandos REALLY need. I just hope that it actually gets into the game.
Zeronock
Sat Jul 24, 2004 10:16 pm
#71
im not reading this whole thing(to lazy)but i like what you did garvin and i just wanted to ad if it hasnt already been added that the flame cone should hit ALOT more stuff than it does if you see the animation you spray almost in a 180 i think everything in that area for 16m should get hit agro and non agro thus making it a tactical decision to use like if you fighting rancors(yes i knowthey have100% flame res but it was all i could think of) and there is a massive spawnof some other non agro in the area to use it and get both of them and get everything else in the area bringing almost certain death apon yurself imm not sure of the HAR's cone animation i dont use the HAR cept aginst rancors but i prefer my power hammer to it
the_yodmeister
Wed Aug 04, 2004 11:11 am
#72
Overall, great post. I like theideasabout us being masters of unconventional warfare.1 complaint aboutour general mindset, though. Being a commando doesn'tnecessitatethat we lose mobility or have to be all brawn. We dont have to be giant lugs who dish out lots of damage but will die because of the amount of damage we draw to ourselves and because we cant dodge out of the way. We dont have togimp ourselves andbe "tanks". SWG has noexplicit soldier class. We should be the soldier. Stationary weapons are nice, but its not gunna keep us from getting our asses handed to us in pvp.We deserve versatile weapons that will let uscommanda 1 on 1 fight.Special Forces do fight in ahit-and-run manner, but ifa normal soldiergoes toe-to-toe with a Rangeror Green Beret, he'llget his ass handed to him. I love the idea of a carbine,and theres no reason why it shouldnt be allowed to dish out an insane amount of damage. Ours is the single most expensive combat profession.All of our skills are combat.Yetindividual elites cansweep the floor with us, and they dooutstanding amounts of damage.None of our weaponshave AP,but the lightning cannon is AP2! The bounty hunter has a better heavy weapon (on paper)then the commando/soldier.A headshot froma rifleman can do 3k damage.Theres no reason why we shouldnt be allowedto outdamage every other profession,considering what we put into it.If we were doing 2-3k a hit without specials, with a4.0 base speed weapon and specialsto damage every HAM, other professions would be afraid to fight us. Which is how it should be.
TKA-MC
Wed Aug 04, 2004 1:53 pm
#73
Very good list. It details all our skills,and costs (skill/HAM), and mods....or lack there of OF mods. I agree completely with all of your suggestions. Very good list, well thought out and very well put together. Use this when you meet up with the Dev's with a list like this they couldn't possibly deny that we need a fix.
Gaius_Kavadas
Wed Aug 11, 2004 3:34 pm
#74
God, having an assault carbine(We should really be using a carbine as our 'goto' weapon) and shock trooper armor would be utterly awesome. I'd sell a kidney for that.
cajundeef
Thu Aug 19, 2004 7:14 pm
#76
Garvin, as usual you rock.
Great suggestions, good to go on the fun/not fun.
Keep it going man, maybe someday MC will be what it was.
cajundeef
Thu Aug 19, 2004 7:16 pm
#77
Garvin, as usual you rock.
Great suggestions, good to go on the fun/not fun.
Keep it going man, maybe someday MC will be what it was supposed to be.
Kivech
Fri Aug 20, 2004 9:58 am
#78
Great list for us, I just have one suggestion for replacing consumable weapons:
Why can't we buy a rocket launcher without missiles?
The answer to both sides would be there if we would have that. Imagine having a rocket launcher, maybe an artillery launcher also, for which we can buy different types of rockets or shells. The launcher would be like a normal non consumable weapon and the rocket/shell would be consumable like grenades.
Let it cost a lot less to craft the misseles/shells, which would make it more worth for weapon smiths to craft them and for us to use them.
The rest has already been mentioned. Although I would really like the concept of satchels to blow up things like structures or vehicles. But the launcher idea would make rockets a lot more interesting in my opinion.
Civo